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Is Paizo's Pathfinder really compatible with 3.5?
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<blockquote data-quote="Krensky" data-source="post: 4726966" data-attributes="member: 30936"><p>This is just me, although it is reinforced by the design philosophy in Spycraft 2.0 and Pathfinder. It's not that I feel that single classed characters are preferable to multiclassed ones, but that multiclassing - while desirable, robust, and fun - should not be or be perceived as de rigueur. In many cases in 3e, continuing to take levels in a base class after level X was either counter productive or boring. I am not a power gamer or optimizer but, for example, taking more then four levels in fighter was usually not as fun (for me and, anecdotally, a large number of other players) as multiclassing into a prestige class or another base class.</p><p></p><p>In Spycraft 2.0, for example, the equivalent to Fighter is the Soldier. At level 5, you can enter an Expert class, and you can with some planning, enter almost nay Expert class from any Base class. A Soldier might like the idea of being a tank and ignoring damage that drops even typical Soldiers, and take One Man Army. Or he might decide to focus on heavy weapons and take levels in Grunt. Or focus on CQB and go Counter-Terroist, or dual pistols and Triggerman. Or melee and choose Edgemaster. Or play against type and take Medic or Stuntman. All of them give ten levels of specialized awesome.</p><p></p><p>Or, he could decide to stay with Soldier and gain ten levels of more general awesome, including some of the most powerful comabt abilities in the game (including the ability to declare an attack is a natural twenty and a critical without rolling one a session).</p><p></p><p>It's not that single classing is preferable to muticlassing, but that single classing should be as viable and fun a choice mechanically as multiclassing. I, and apparently a signifgant number of others, feels that a game shouls support and embrace multiclassing, it shouldn't (whether in design, play, or perception) require it.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4726966, member: 30936"] This is just me, although it is reinforced by the design philosophy in Spycraft 2.0 and Pathfinder. It's not that I feel that single classed characters are preferable to multiclassed ones, but that multiclassing - while desirable, robust, and fun - should not be or be perceived as de rigueur. In many cases in 3e, continuing to take levels in a base class after level X was either counter productive or boring. I am not a power gamer or optimizer but, for example, taking more then four levels in fighter was usually not as fun (for me and, anecdotally, a large number of other players) as multiclassing into a prestige class or another base class. In Spycraft 2.0, for example, the equivalent to Fighter is the Soldier. At level 5, you can enter an Expert class, and you can with some planning, enter almost nay Expert class from any Base class. A Soldier might like the idea of being a tank and ignoring damage that drops even typical Soldiers, and take One Man Army. Or he might decide to focus on heavy weapons and take levels in Grunt. Or focus on CQB and go Counter-Terroist, or dual pistols and Triggerman. Or melee and choose Edgemaster. Or play against type and take Medic or Stuntman. All of them give ten levels of specialized awesome. Or, he could decide to stay with Soldier and gain ten levels of more general awesome, including some of the most powerful comabt abilities in the game (including the ability to declare an attack is a natural twenty and a critical without rolling one a session). It's not that single classing is preferable to muticlassing, but that single classing should be as viable and fun a choice mechanically as multiclassing. I, and apparently a signifgant number of others, feels that a game shouls support and embrace multiclassing, it shouldn't (whether in design, play, or perception) require it. [/QUOTE]
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